SMM4 - Interactivity, Personalization & Social Entertainment (keyterms, MP + scenario questions)

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Last updated 10:18 AM on 5/29/26
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71 Terms

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Interactivity — three definitions

  1. Features: what technical interactive options exist 2. Process: how communication flows back and forth 3. Perception: how interactive the user feels it is — perception is the most important

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Interactivity definition (Wu, 2000)

The extent to which a person perceives they control the interaction process, their communication counterpart personalizes content, and responds to their communicative behavior

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Four components of interactivity (Lee, 2005)

  1. User control 2. Responsiveness 3. Personalization 4. Connectedness

<ol><li><p>User control 2. Responsiveness 3. Personalization 4. Connectedness</p></li></ol><p></p>
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User control (interactivity)

The degree of control the user has over the timing and sequence of the interaction; example: a clickable button in a campaign that gives the user a sense of agency

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Responsiveness (interactivity)

The ability to respond to previous messages and the speed at which responses occur; keeping users engaged through fast, reactive communication

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Personalization (interactivity)

The degree to which content is tailored to the individual; leads to more attention and engagement; made possible through large user databases

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Connectedness (interactivity)

The extent to which users can share information with others through online communities and chat groups; creates a feeling of belonging

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How to apply the four interactivity components to a campaign

Identify which elements give users control (timing/sequence), which enable response, which tailor content to the individual, and which allow sharing with others

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The interactivity paradox

Highly interactive ads score lower on message attention, recall, and recognition because users focus on the interaction itself rather than the brand message; prevented with vividness and anthropomorphism

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Vividness (interactivity)

Rich, multi-sensory elements in an ad that maintain attention on the message even within a highly interactive format

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Anthropomorphism (interactivity)

Attributing human-like qualities to elements in an ad to maintain attention and emotional connection during interactive experiences

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Personalization (definition)

The use of personal data to make a campaign unique to the individual recipient, using their name, friends, or photos; the most extreme form of audience tailoring

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Targeting (definition)

Directing marketing campaigns at a specific group based on characteristics such as age, gender, or socioeconomic status; less extreme than personalization

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Segmentation (definition)

Dividing the market into groups with similar needs or characteristics to promote products differently to each group; precedes targeting

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Order: segmentation → targeting → personalization

Segmentation divides the market into groups, targeting directs campaigns at specific groups, personalization tailors content to individual recipients — from least to most specific

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Two advantages of personalization

  1. Gives consumers a sense of control over the content they see 2. Mitigates information overload by making only relevant content visible
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Why personalization is easier in SMM than traditional media

Social platforms hold large databases of user behavior, preferences, and demographics that enable precise individual-level tailoring impossible in broadcast media

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Five types of segmentation

  1. Geographical 2. Demographic 3. Psychographic 4. Benefit segmentation 5. Behavioral segmentation
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Geographical segmentation

Dividing the market based on region, country, climate, or location; GPS enables hyper-local targeting based on physical presence

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Demographic segmentation

Dividing the market based on age, gender, education, socioeconomic status, or occupation

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Psychographic segmentation

Dividing the market based on personality, motives, lifestyles, attitudes, and opinions; the richest segmentation type — allows truly understanding the individual

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Benefit segmentation

Dividing the market based on the specific benefits people seek from a product (e.g. trail runners vs recreational runners vs professional runners)

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Behavioral segmentation

Dividing the market based on actual behaviors with a brand or product category

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Social footprint

All social media activities of a user — what they do, when, where, and on which device; functions as a digital identity that enables precise psychographic and behavioral segmentation

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Social entertainment (definition)

Escaping or being diverted from problems, emotional release, relaxation, cultural enjoyment, and passing the time; social media users engage with brands for these hedonic motivations

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Key finding on entertainment and engagement (Bazi et al. 2023)

The effectiveness of social media content in generating customer brand engagement depends on its ability to be entertaining; entertainment leads to engagement which leads to brand loyalty and brand love

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Three types of social entertainment

  1. Social games 2. Social music 3. Social TV
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Social game (definition — Tuten & Solomon, 2017)

A multi-player, competitive, goal-oriented activity with defined rules of engagement and online connectivity among a community of players

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Three characteristics that make a game social

  1. Interactivity 2. Participation 3. Network sharing
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Network sharing in social games (3 examples)

Public scoreboards/leaderboards, achievement badges shareable with your social network, ability to interact with friends while playing (friend list with chat)

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Social music marketing formats

Display ads in the app, audio/video ads (for free users), sponsored sessions, host-read or produced podcast ads, sponsored playlists created by brands

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Social TV (definition)

Technology that supports communication and social interaction during or around TV viewing; includes second-screen behavior, media multitasking, and social TV apps

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Second screen / media multitasking

Watching TV while simultaneously following social media reactions; also called multi-screening; example of social TV behavior

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Social entertainment in paid vs owned media

Paid: advertising space, product placement, sponsored entertainment. Owned: branded entertainment and advergames created by the brand itself

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Game-based marketing (definition)

Integrating advertising or brand content into social games to leverage the entertainment environment for persuasive purposes

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Three formats of game-based marketing

  1. In-game advertising (paid) 2. Product placement (paid) 3. Advergames (owned)
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In-game advertising

Placing brand elements such as logos or virtual billboards within an existing game developed by another company; can be around-game or display ads

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Product placement (in games)

Featuring branded products within entertainment content; two types: screen placement (visually present) and script placement (referenced by characters)

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Advergames

Games specifically developed by or for a brand as interactive advertisements; almost always online; the game itself primarily serves as the advertisement; owned media

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Advantages of game-based marketing (6)

  1. Transference effect — positive game emotions transfer to brand 2. Gamers are open to in-game advertising 3. Narrative transportation keeps players immersed 4. Media multitasking is difficult during gaming 5. Targeting is possible 6. Not subject to ad blockers
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Transference effect / affect transfer

Positive or negative emotions experienced during gameplay transfer directly to the brand advertised within that game; the emotional state of the game shapes brand perception

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Advantages of advergames over in-game advertising (4)

  1. Exclusivity — brand owns the entire game environment 2. Control — full creative control 3. Information — detailed user data collection 4. Contact — extended uninterrupted brand exposure
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Advergames vs in-game ads: which works better for children?

Advergames — simpler format fits their cognitive abilities, lower persuasion knowledge means they do not detect the persuasion attempt, familiar brands recognized more easily

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Advergames vs in-game ads: which works better for adults?

In-game advertising — complexity matches adult cognitive skills producing optimal engagement; adults quickly detect advergame commercial intent, triggering persuasion resistance

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Why adults resist advergames

Adults have higher persuasion knowledge and recognize the commercial intent of advergames faster, leading to cognitive resistance; in-game ads in complex games feel less like advertising

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Why brand familiarity matters differently for children vs adults in advergames

Children in advergames prefer familiar brands (easier to recognize); adults show no difference for familiar vs unfamiliar brands in advergames because they dislike the format regardless

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Game engagement as mediator (Ghosh et al. 2022)

Higher game engagement directly increases purchase intention toward the advertised brand; it mediates the relationship between game format and brand outcomes

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AI in SMM (definition)

Integration of AI technologies including machine learning, natural language processing, and data analytics into marketing strategies to analyze data, automate processes, personalize experiences, and optimize campaigns

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Four applications of AI in SMM

  1. Chatbots — automated customer service 2. Predictive analytics — anticipating behavior 3. Content generation — creating copy and images 4. Optimization — improving campaign performance in real time
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Pros of AI in SMM

Enhanced personalization, automation and efficiency, data-driven decision-making, improved 24/7 customer support

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Cons of AI in SMM

Data needs double-checking, may lack human element, privacy concerns, potential for misinformation, algorithm aversion, brand authenticity risk

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Algorithm aversion

The psychological tendency of people to distrust and reject algorithmic output even when it objectively outperforms human work; consumers ascribe lower creativity to AI-generated art

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Uncanny valley

The phenomenon where AI-generated content becomes so realistic that it triggers discomfort or unease in the audience rather than connection

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GenAI content creation (definition)

The use of statistical models to generate novel content based on input data; example: using ChatGPT for captions and Midjourney for images

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Brüns & Meißner 2024 — main conclusion

Brands that fully automate content creation with GenAI are perceived as less authentic; if GenAI assists rather than replaces humans, follower reactions are significantly less negative; social media users value human involvement

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Brand authenticity as mediator (Brüns & Meißner 2024)

Consumer resistance to GenAI-generated content is almost entirely explained by a decline in perceived brand authenticity; people associate creativity and passion with human action, and delegation to AI violates this expectation

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Automation vs assistance in GenAI

Full automation (AI replaces humans) → strongly negative reactions due to authenticity damage. Assistance (AI supports humans) → significantly less negative reactions; human remains in creative control

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GenAI disclosure paradox

Consumers cannot visually detect the difference between human-made and AI-generated content; the negative reactions only activate once AI origin is disclosed; creates an ethical dilemma about transparency

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Four negative effects of full GenAI automation on followers

  1. Lower post credibility 2. More negative brand attitudes 3. Reduced eWOM intentions 4. Lower brand loyalty — all mediated by perceived brand authenticity
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Content aesthetic quality (Bazi et al. 2023)

The perceived aesthetic appeal and visual beauty of social media posts; positively affects all three engagement dimensions — cognitive processing, affection, and activation — partly mediated by entertainment

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Three dimensions of customer engagement (Bazi et al. 2023)

  1. Cognitive processing — thinking about the brand 2. Affection — positive emotional feelings 3. Activation — behavioral engagement such as liking, sharing, commenting
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Why cognitive processing alone does not build brand loyalty

Pure cognitive engagement (thinking about a brand) has no direct effect on brand loyalty or brand love; only affection and activation — emotional and behavioral engagement — produce these deep brand relationships

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Celebrity endorser attractiveness in social media

Attractive celebrities have a direct effect only on affection; their effect on cognitive processing and behavioral activation is fully indirect — it only occurs when the celebrity content is experienced as entertaining

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Entertainment as mediator (Bazi et al. 2023)

Entertainment mediates the relationship between content inputs (aesthetic quality, celebrity attractiveness) and all three engagement dimensions; content must be experienced as entertaining to generate full engagement

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Statement 1: Highly interactive ads always improve brand message recall. Statement 2: Highly interactive ads can lower message attention and recall unless the message is constructed with vividness and anthropomorphism. Which is correct?

Statement 1 is incorrect, statement 2 is correct — the interactivity itself distracts from the brand message unless counteracted

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Statement 1: Segmentation comes after targeting in the marketing process. Statement 2: Segmentation precedes targeting — you first divide the market, then direct campaigns at specific segments. Which is correct?

Statement 1 is incorrect, statement 2 is correct — segmentation divides the market first, targeting directs campaigns at those segments

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A children's toy brand wants to advertise on social media. Should they use advergames or in-game advertising and why?

Advergames — children respond more positively to simpler game formats that match their cognitive skills; they also have lower persuasion knowledge so they do not detect the commercial intent, resulting in better brand attitudes and higher purchase intention

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A sportswear brand creates an Instagram campaign where users can upload their own photo to a branded filter and share the result. Identify which interactivity components are present

User control (users choose their own photo and timing), personalization (the filter is applied to their individual image), responsiveness (others can respond to shared images), connectedness (sharing the result spreads the message through their network)

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A fashion brand discloses on Instagram that their latest campaign images were generated by AI. According to Brüns & Meißner 2024, what happens to brand outcomes?

Disclosure triggers negative reactions: perceived brand authenticity drops sharply, leading to lower post credibility, more negative brand attitudes, reduced eWOM intentions, and lower brand loyalty — even though consumers could not visually detect the AI origin before disclosure

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Why is psychographic segmentation considered the richest segmentation type?

It goes beyond surface-level demographics to capture what people actually do, think, and value — personality, motives, lifestyles, and opinions — allowing marketers to truly understand the individual within the target audience

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A brand is deciding between using AI to fully automate their Instagram content vs using AI as a creative assistant for their human content team. What does the research recommend and why?

Use AI as assistance not automation — Brüns & Meißner show that full automation collapses perceived brand authenticity, which cascades into negative brand attitudes and lower loyalty; when AI assists humans, reactions are significantly less negative because the human creative element is preserved